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#openttd IRC Logs for 2017-12-17

---Logopened Sun Dec 17 00:00:09 2017
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03:18<andythenorth>o/
03:22<@Alberth>o/
03:28<andythenorth>steeltown eh
03:34<@Alberth>it is
03:34<@Alberth>just started a game yesterday :)
03:34<@Alberth>also want to try that "think globally act locally" script
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03:39<andythenorth>I am playing SV
03:41<andythenorth>is the TGAL script good Alberth ?
03:42<@Alberth>don't know, seems a bit town oriented while reading the description
03:42<andythenorth>my SV game looks too good to abandon right now :)
03:42<@Alberth> haven't played that script in ages :)
03:42<andythenorth>I have 9 coal mines, all near the town where I need to build 5 electrical machine factories
03:43<andythenorth>so it's going to be really hard to win
03:43<@Alberth>I guess that's good eh ?
03:43<andythenorth>no space for routes
03:43<andythenorth>it's good
03:43<@Alberth>ha :)
03:43<@Alberth>save a copy so you can retry a second time :)
03:43<andythenorth>best SV games pack everything into small space
03:44<@Alberth>you ever tried the freight challenge scenario?
03:44<@Alberth>just default set, but very tight as well
03:55<andythenorth>nah haven't tried it :)
03:55<andythenorth>think I've seen screenshots
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04:19<@Alberth>bbl
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05:28<henry>Good, day
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05:32<frosch123>@op
05:32-!-mode/#openttd [+o frosch123] by DorpsGek
05:32<@frosch123>@mode +i
05:32-!-mode/#openttd [+i] by DorpsGek
05:32<RafiX>@op
05:32<RafiX>:c
05:32<@frosch123>too much bots
05:32<RafiX>I'm getting private msgs from those bots
05:33<Wolf01>o/
05:33<@frosch123>@deop
05:33-!-mode/#openttd [-o frosch123] by DorpsGek
05:33<Wolf01>Another spam wave?
05:34<frosch123>they only joined and left for now
05:34<RafiX>"nigger day"
05:34<frosch123>either they get filtered, or they are not setup yet
05:35<RafiX>I'm still getting priv msgs
05:35<RafiX>and invites
05:35<RafiX>to join #RafiXisanigger11
05:36<RafiX>and someshit like this http://rafix.ct8.pl/files/2017-12-17-113450_1050x29_scrot.png
05:36<frosch123>well, don't repost
05:36-!-EQU625 [~ywerseuv@140-186-175-106-dynamic.midco.net] has quit [Ping timeout: 480 seconds]
05:36<frosch123>also you can configure your client to deny querries
05:36<henry>Lately I've been having a look around the codebase of OpenTTD, and I've noticed that newer parts of the code are using the STL, but aren't using a custom allocator which wraps MallocT<T>(size_t count), is this intentional?
05:37<Wolf01>I think I still have the query block enabled since the last wave
05:39<frosch123>henry: MallocT is not really a custom allocator
05:41<henry>So the intention is to move to using the STL and its default allocator then?
05:41<Wolf01>I think one of my monitors (the newest one) is trying to tell me it isn't working so well
05:42<frosch123>the intention is to move to c++11 and get rid of the custom containers
05:42<frosch123>MallocT does nothing which STL doesn't do as well
05:44<henry>Fair enough, I'll bear that in mind when making patches
05:45<frosch123>anyway, compile farm is not yet ready to compile c++11
05:45<frosch123>so, current state is: compilable with both c++03 and 11
05:48<henry>okay, A combination of writing hotel-wifi systems and having my GPU in 3 parts has given me need of some more enjoyable codebases to contibute to
05:50<LordAro>henry: i made https://github.com/LordAro/OpenTTD/commit/2ed4515 & https://github.com/LordAro/OpenTTD/commit/97dec65 a while back
05:50<LordAro>the latter one certainly breaks things
05:50<RafiX>so turns out /umode +j helps with this raid
05:51<LordAro>frosch123: has there been any change to compile farm in the last couple of months?
05:51<LordAro>to compile farm status*
05:51<henry>I'll look at it later :3
05:52<frosch123>LordAro: it appeared to be almost done
05:52<frosch123>haven't seen tb in a while
05:54<LordAro>the beast slumbers
06:01<LordAro>lol.
06:02<@peter1138>hmm
06:05<Eddi|zuHause>was that because he spread the messages sent to him?
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06:09<henry>LordAro: That's not something that I would have expected to break much xD
06:12<LordAro>Eddi|zuHause: i'd imagine so
06:16<Wolf01>Mmmh, this F game is doomed, no near stone patches, no iron patches, coal is about to finish, oil is really distant (and behind biters' nest) and not enough rails to get anywhere
06:18<henry>Well you've got a challenge if you wish to accept it
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06:30<Eddi|zuHause>so just move your entire base to where the ressources are?
06:31<Wolf01>Yes
06:35<Wolf01>Oops, coal finishes
06:35<Wolf01>*d
06:35<Wolf01>Entire base offline
07:05<V453000>:) hi Wolf
07:06<Wolf01>Found a patch of coal \o/ 30km in the middle of biters
07:06<Wolf01>Luckily I have some solar panels
07:06<V453000>how many hours?
07:06<V453000>I'm about 9 hours into a deathworld with max cliffz
07:08<Wolf01>V, iz possible to place poles without automatic cable connection?
07:09<V453000>?
07:09<Wolf01>I'm trying to make use of the power switches, but poles keep connecting to unwanted sub-circuits
07:09<V453000>ah
07:09<V453000>yeah that's annoying
07:09<V453000>build a power ple
07:10<V453000>and then shift click on it to disconnect it
07:10<Wolf01>Yeah, that's what I do
07:11<Wolf01>Ok, research is back online, green powah
07:11<V453000>I just connected a new coal patch with 186k coal left :)
07:11<Wolf01>Base smeared with power switches, I can disable parts I don't really need
07:11<V453000>was quite close too
07:12<Wolf01>The nearest coal patch has 4k coal left
07:12<Wolf01>It would last like... a night
07:12<Eddi|zuHause>maybe one night is all you need? :p
07:13<V453000>I seem to consume only about 300/min
07:13<V453000>haha
07:13<Wolf01>I need to bring back online the rail factory
07:13<Wolf01>And the rail station too
07:13<Wolf01>But that could go on green power on its own
07:14<Wolf01>I mined some rocks on my trip in search of coal, so I could produce some rails
07:24<Wolf01>V453000, do you know what info is really missing? The max possible power output of all the generators of a circuit
07:24<Wolf01>You have to do the sum by yourself
07:30<V453000>0.17:P
07:32<Wolf01>Also tree regrowth, there's a mod but it would be a good addition to the base game, to make the map more alive
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07:56<frosch123>@op
07:56-!-mode/#openttd [+o frosch123] by DorpsGek
07:56<@frosch123>@mode -i
07:56-!-mode/#openttd [-i] by DorpsGek
07:56<@frosch123>@deop
07:56-!-mode/#openttd [-o frosch123] by DorpsGek
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08:00<andythenorth>thanks
08:00<Wolf01>o/
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08:40*andythenorth horsing
08:40<andythenorth>so what's broken with bundles? :)
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08:46<m3henry>Aha, I can join again
08:55<m3henry>ls
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09:17<andythenorth>got a missing python attribute
09:17<andythenorth>but no file in my repo tries to read it
09:17<andythenorth>so eh?
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09:18<andythenorth>ah
09:18<andythenorth>getattr(self, 'capacities_' + cargo_type)
09:18<andythenorth>it's constructed attr name
09:18<andythenorth>bad
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09:29<@Alberth>o/
09:30<Wolf01>o/
09:33<m3henry>'Gday
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10:21<andythenorth>sometimes the default cargo for a vehicle isn't present in a game
10:21<andythenorth>can I control that on a cascading basis?
10:21<@Alberth>:O
10:22<andythenorth>e.g. goods
10:22<andythenorth>default_cargo = GOOD
10:22<andythenorth>but GOOD not always present, so it defaults then to mail
10:23<@Alberth>would seem useful if you have control over that, but no idea
10:23<andythenorth>can't see a var to test if cargo is defined
10:24<andythenorth>I can mess with cargo table
10:25<andythenorth>but that's global, so it's whackamole
10:25<andythenorth>change order to suit one vehicle, break another
10:26<frosch123>it tries cargos in the order of the cargo translation table iirc
10:26<andythenorth>yup
10:27<andythenorth>that's my understanding too
10:27<frosch123>it's written somewhere
10:27<andythenorth>I think I end up chasing my own tail, re-ordering CTT
10:28<andythenorth>but I have box cars fitted to mail by default, due to no Goods
10:29<andythenorth>it's not a new issue, I just never found a good fix :)
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10:43<@Alberth>check for availability o a sane-ish set of cargoes, and bail out otherwise
10:43<@Alberth>hmm, no cargo test, eh?
10:44<@Alberth>bummer
10:45<andythenorth>[shrug]
10:45<frosch123>Alberth: there is a cargo test
10:46<@Alberth>andy just claimed there isn't
10:50<@Alberth>disable the vehicle is nicer
10:52<andythenorth>I couldn't find one in nml docs
10:52<andythenorth>I was looking for something like 'cargo label is active'
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10:58<frosch123>https://newgrf-specs.tt-wiki.net/wiki/NML:Builtin_functions <- cargotype_available
11:03<m3henry>git log -n1
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11:04<andythenorth>nice
11:04<andythenorth>thanks
11:04*andythenorth tests
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11:28<andythenorth>can't figure out the if/else logic for it, based on a list :P
11:28<andythenorth>stupid andythenorth
11:28<andythenorth>[GOOD, FOOD]
11:28<andythenorth>if first available, use that, otherwise keep walking list
11:29<andythenorth>I play tanks, answer will become obvious :P
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11:31<andythenorth>probably loop over "else () {}'
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11:34<Eddi|zuHause>something like: cargo_available(GOOD) << 1 | cargo_available(FOOD) => 2-3: GOOD, 1: FOOD, default: MAIL
11:41<Eddi|zuHause>if you have 3 cargos, 4-7 would be good, 2-3 FOOD and 1 the third cargo
11:41<Eddi|zuHause>if you have << n, the range is 2^n to 2^(n+1)-1
11:42<andythenorth>shifts
11:42<andythenorth>proper programming :P
11:42<frosch123>rubber tank coding?
11:42<andythenorth>something like that
11:42<andythenorth>I lost :P
11:43<andythenorth>Eddi|zuHause: it's just an item() block, not a switch
11:43<andythenorth>I get if/else
11:44<Eddi|zuHause>then you just do nested ?: operators
11:44<Eddi|zuHause>cargo_available(GOOD)?GOOD:cargo_available(FOOD)?FOOD:MAIL
11:45<andythenorth>yes that might work
11:48<andythenorth>not sure how to recurse
11:48<andythenorth>but eh
11:48<Eddi|zuHause>not recurse, iterate :p
11:48<andythenorth>I need a bit of python that will generate the nml ternary ops
11:48<andythenorth>doesn't that need a recursive function?
11:49<Eddi|zuHause>for item in list: print(cargo_available(item):item, no newline); else: print(MAIL)
11:49<Eddi|zuHause>almost
11:49<Eddi|zuHause>cargo_available(item)?item:
11:54*andythenorth not understanding :D
11:54<Eddi|zuHause>we have [GOOD, FOOD] and want to have this line: cargo_available(GOOD)?GOOD:cargo_available(FOOD)?FOOD:MAIL
11:54<andythenorth>yup
11:54<Eddi|zuHause>so we write cargo_available(GOOD)?GOOD:
11:54<andythenorth>it's the specific python implementation I can't figure out
11:55<Eddi|zuHause>then we write cargo_available(FOOD)?FOOD:
11:55<andythenorth>I have to string concatenate or substitute
11:55<Eddi|zuHause>then we write MAIL
11:55<andythenorth>yup
11:55<andythenorth>I understand the stacked ternary
11:55<Eddi|zuHause>so what part of the above code do you not understand?
11:56<Eddi|zuHause>something like print("cargo_available({0}):{0}".format(item), end="")
11:56<Eddi|zuHause>not sure about the .format syntax
11:57<Eddi|zuHause>haven't used that very often yet
11:57<Eddi|zuHause>and the "else:" needs to have the same indentation level as the "for"
11:57<Eddi|zuHause>for:
11:57<Eddi|zuHause> print()
11:57<Eddi|zuHause>else:
11:57<Eddi|zuHause> print()
11:58<Eddi|zuHause>you can probably do without the else
11:58<Eddi|zuHause>else run when the for-loop finishes, but not if it is aborted with "break"
11:59<Eddi|zuHause>(i think)
12:15<__ln__>greetings from bavaria, and goodbye germany
12:16<frosch123>those two parts are in the wrong order
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12:19<andythenorth>this look right? "cargo_available(VPTS)?VPTS:cargo_available(GOOD)?GOOD:FOOD"
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12:22<Eddi|zuHause>andythenorth: what happens if FOOD is also not available?
12:23<andythenorth>it will carry on down the cargo table
12:23<andythenorth>I'm not likely to handle every case
12:23<Eddi|zuHause>yes, that would be silly
12:26<andythenorth>works I think
12:26<andythenorth>thanks all
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13:30<m3henry>I'm noticing that some functions are unused in the codebase
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14:02<frosch123>can you give an example?
14:17<andythenorth>frosch123: anything I can do to help fix bundles?
14:18<andythenorth>I think I refused SSH on devzone for safety reasons :P
14:18<frosch123>we can retry rebooting some vms
14:19<frosch123>i found the bash history of what pm did last time
14:20<frosch123>repeating...
14:24<frosch123>looking better
14:25<frosch123>hog worked
14:26<frosch123>triggering the rest
14:26<andythenorth>great, thanks :)
14:26<andythenorth>cron job :P
14:27*Wolf01 is lost in F
14:27*andythenorth is at peace with OpenTTD again
14:27<andythenorth>needed a break, fun was gone
14:28<frosch123>horse done
14:28*V453000 too
14:28<V453000>tanks
14:28<andythenorth>tanks wasn't it
14:28<andythenorth>V453000 you play WOTB?
14:30<V453000>no, Factorio: Tank genocide
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14:30<frosch123>shooting tanks with atillery?
14:31<V453000>well currently it's me who has a tank
14:31*andythenorth wants to platoon in WOTB
14:31<andythenorth> but only with someone I can sledge
14:37<frosch123>hmm, busy bee is broken for other reasons
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14:39<Eddi|zuHause>last time i checked, building CETS was broken, because it couldn't fetch custom nml
14:40<frosch123>well, i rather finish the long-vehicle implementation than trying to make cets build :p
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14:42<drac_boy>hi
14:43<drac_boy>got an interesting question..would typical dwarves only have steam locomotives or is electric not too 'strange' for a dwarf to know of using?
14:43<frosch123>electricity is usually only used by the evil
14:44<drac_boy>frosch heh hmm you make a good point..thanks btw
14:45<Eddi|zuHause>drac_boy: in mining you usally use electric and avoid steam
14:45<frosch123>also, there is no lightning in mountain halls
14:46<frosch123>Eddi|zuHause: the chimneys are the weak point of every dwarf mine
14:46<frosch123>you only need to survive some icey mountain passes and you can invade them
14:56<andythenorth>ottd dwarf conversion grf
14:56<andythenorth>a novelty idea that actually appeals to me :P
14:57<frosch123>no ships though
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15:07<drac_boy>frosch actually in theory iron hulled boats can be done :)
15:08<drac_boy>abit a lot of modeller examples are war ships in theme, not too much of a surprise there :-s
15:08<frosch123>never heard of a dwarf liking water
15:09<frosch123>i guess dwarfs would only ship on lava seas
15:09<frosch123>*lakes
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15:22<drac_boy>frosch one thing for sure..don't try sell ore to them, they LOVE TO MINE FOR IT. heh? ;-)
15:23<andythenorth>dwarves dislike water
15:26<frosch123>they dislike everything which prevents them from having their feet on the ground
15:26<frosch123>for some reason rail based wagons do not count
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15:27<frosch123>the rails are proably to distracting for them to notice the lack of ground
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15:36<drac_boy>anyway ty..going off for a bit as usual :-)
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15:40<Borg>yoo ;)
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16:31<Wolf01>'night
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17:52<Lejving>I actually knew cause he spammed in another irc server
17:53<Lejving>so jokes on him???
17:53<Exec>What script is used here for autokilling possible spambots?
17:53<+glx>autokill is done by OFTC directly
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17:57<Exec>I mean on the server
17:58<LordAro>might be better off asking a staff member
17:58<+glx>maybe an analysis of the message received
17:59<LordAro>yeah, a simple "has posted message a .onion address" would likely get most of them
18:00<LordAro>although that would be a bit unfriendly towards actual tor users
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19:20<Eddi|zuHause>i think preventing false positives is more important than getting all of them
19:23<LordAro>probably
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21:05-!-luaduck is "Andrew L" on #openttd #openttdcoop #/r/openttd
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21:09-!-avdg is "Anthony Van de Gejuchte" on #openttdcoop.devzone #openttd
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22:25-!-bwn is "bwn" on #mm #linux #kernelnewbies #ext4 #zcash #virt #qemu #python #observium
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22:38-!-michi_cc is "Michael Lutz" on #openttdcoop.devzone #openttd.notice #openttd.dev #openttd
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23:35-!-Hazzard is "Mingwei Samuel" on @#kubuntu #openttd #factoriocoop #nuts #freerct #coopetition @#openttdcoop #/r/openttd @#openttdcoop.stable @#hazzard
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---Logclosed Mon Dec 18 00:00:10 2017